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A rough framework for an editor help section.
Still contains a lot non-sense and stubs.
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[section]
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id=editor
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title= _ "Map/Scenario Editor"
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topics=..editor,editor_modes #,masks,selection_tool
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topics=..editor, editor_overview, editor_modes, editor_toolkit, editor_terrain, editor_masks, editor_named_area, editor_playlist, editor_tool_paint, editor_tool_fill, editor_tool_label, editor_tool_select, editor_tool_paste, editor_tool_item, editor_tool_soundsource, editor_tool_village, editor_tool_unit, editor_tool_starting, editor_palette, editor_brush, editor_clipboard
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sort_topics=no
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[/section]
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[topic]
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id=editor_brush
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title= _ "Editor Brush"
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text= _ "TODO"
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[/topic]
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[topic]
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id=editor_clipboard
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title= _ "Terrain Clipboard"
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text= _ "TODO"
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[/topic]
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[topic]
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id=editor_tool_paint
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title= _ "Paint Tool"
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text= "<img>src=icons/action/editor-tool-paint_60.png align=left box=yes</img>" + _ "Paint terrain tiles on the map.
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The paint tool utilizises the brushes and the terrain palette."
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[/topic]
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[topic]
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id=editor_tool_fill
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title= _ "Fill Tool"
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text= _ "Evil Tool for painting."
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text= "<img>src=icons/action/editor-tool-fill_60.png align=left box=yes</img>" + _ "Fill continuous regions of terrain with a different one! Just great!
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The fill tool utilizises the terrain palette."
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[/topic]
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[topic]
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id=editor_tool_select
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title= _ "Select Tool"
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text= "<img>src=icons/action/editor-tool-select_60.png align=left box=yes</img>" + _ "Selects a set of hex fields. The best tool ever!
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This tool utiliarizes the brushes.
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It is one of my favourite tools although I don't really know how or for what to use it."
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[/topic]
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[topic]
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id=editor_tool_paste
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title= _ "Paste Tool"
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text= "<img>src=icons/action/editor-paste_60.png align=left box=yes</img>" + _ "Paste the terrain in the clipboard
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We can't stay here any longer. The Xenomorph might be just around the next corner."
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[/topic]
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[topic]
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id=editor_tool_starting
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title= _ "Starting Tool"
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text= "<img>src=icons/action/editor-tool-starting-position_60.png align=left box=yes</img>" + _"Defines the side leader starting position, for free!
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This tool gives only limited control over the start locations of certain whatever."
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[/topic]
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[topic]
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id=editor_tool_label
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title= _ "Label Tool"
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text= "<img>src=icons/action/editor-tool-label_60.png align=left box=yes</img>" + _"TODO"
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[/topic]
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[topic]
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id=editor_tool_item
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title= _ "Item Tool"
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text= "<img>src=icons/action/editor-tool-item_60.png align=left box=yes</img>" + _"TODO"
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[/topic]
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[topic]
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id=editor_tool_soundsource
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title= _ "Soundsource Tool"
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text= "<img>src=icons/action/editor-tool-soundsource_60.png align=left box=yes</img>" + _ "Places Soundsources on your maps!
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This most fabolous tool did not make it into Wesnoth yet and is therefore not implemented yet."
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[/topic]
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[topic]
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id=editor_tool_village
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title= _ "Village Ownership Tool"
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text= "<img>src=icons/action/editor-tool-village_60.png align=left box=yes</img>" + _"TODO"
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[/topic]
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[topic]
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id=editor_tool_unit
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title= _ "Unit Tool"
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text= "<img>src=icons/action/editor-tool-unit_60.png align=left box=yes</img>" + _"TODO"
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[/topic]
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[topic]
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id=editor_named_area
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title= _ "Named Areas"
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text= _ "Named Areas are sets of gamefields which can be addressed during scenario scripting by a given name.
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It can be used to abstract between the implementation of an effect and the map specific setting.
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This is a very powerful mechanism since it allows generic scenario codings working with different maps providing the needed named locations."
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[/topic]
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[topic]
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id=editor_playlist
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title= _ "Playlist Manager"
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text= _ "Saves a list of music tracks defining a random playlist to the scenario.
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Have a look at the addon server for easy to use additional music tracks."
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[/topic]
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[topic]
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id=..editor
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title= _ "Map/Scenario Editor"
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generator="contents:editor"
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text= _ "A look at the editor’s control mechanisms.
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text= _ "Wesnoth's Map and Scenaerio Editor starts from the <italic>text='Map Editor'</italic>" + _ " Button at the title screen.
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Alternatively you can start it with the commandline
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<italic>text='wesnoth -e <path/to/the/map/file.cfg>'</italic>
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Have a look at the editor’s concepts and mechanisms:
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"
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[/topic]
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[topic]
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id=editor_masks
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title= _ "Editor Mask Usage"
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text= _ "Masks can be applied to a base map for reusal in several scenarios playing at the same locations."
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[/topic]
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[topic]
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id=editor_toolkit
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title= _ "Editor Tools"
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text= _ "At all times one of the editor tools is active. The active tool's context determines the content of the editor palette. And the context menu. And the utilities thingy.
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These are the items of the toolkit in detail:
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<ref>dst='editor_tool_paint' text='Paint Tool'</ref>
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<ref>dst='editor_tool_fill' text='Fill Tool'</ref>
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<ref>dst='editor_tool_select' text='Select Tool'</ref>
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<ref>dst='editor_tool_paste' text='Paste Tool'</ref>
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<ref>dst='editor_tool_starting' text='Starting Tool'</ref>
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<ref>dst='editor_tool_label' text='Label Tool'</ref>
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<ref>dst='editor_tool_item' text='Item Tool'</ref>
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<ref>dst='editor_tool_soundsource' text='Soundsource Tool'</ref>
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<ref>dst='editor_tool_village' text='Village Tool'</ref>
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<ref>dst='editor_tool_unit' text='Unit Tool'</ref>
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"
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[/topic]
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[topic]
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id=editor_terrain
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title= _ "Terrain Editor"
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text= _ "The terrain editor's functionality is covered by the <ref>dst='editor_tool_paint' text='Paint'</ref> and <ref>dst='editor_tool_fill' text='Fill Tool'</ref>."
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[/topic]
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[topic]
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id=editor_time_schedule
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title= _ "Time Schedule Editor"
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text= _ "TODO"
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[/topic]
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[topic]
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id=editor_overview
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title= _ "Overview"
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text= _ "The Editor's main purpose is to create the maps on which every Wesnoth scenario takes place.
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Those maps provide only a mesh of terrain fields and starting locations.
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<header>text='What you get'</header>" + _ "
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<ref>dst='editor_terrain' text='Terrain Editor'</ref>
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Easy to use map editor, similar to simple paint applications.
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<italic>text='Scenario Editor'</italic>" + _ "
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<ref>dst='editor_playlist' text='Playlist Manager'</ref>
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Predefine the scenario's music track playlist.
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<italic>text='Time Schedule Editor'</italic>" + _ "
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<header>text='What you *not* get'</header>" + _ "
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<italic>text='WhatYouSeeIsWhatYouGet'</italic>" + _ "
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The editor is not a WhatYouSeeIsWhatYouGet application.
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Because which exact graphic tile represents a terrain in the map depends on all terrain rules loaded (which is different between the editor and each other use case) the map won't look exactly the same.
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<italic>text='Event handler scripting gui'</italic>" + _ "
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The editor is not a tool to help you scripting the scenario's event handlers.
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It really is not.
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<italic>text='Infinite Backwards Compatability'</italic>" + _ "
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The editor can't load maps from versions prior to 1.10.
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TODO is that true?
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<header>text='Basic Concepts'</header>" + _ "
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<ref>dst='editor_toolkit' text='Editor Toolkit'</ref>
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<ref>dst='editor_palette' text='Editor Palette'</ref>
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<ref>dst='editor_brush' text='Editor Brushes'</ref> not sure if it needs a topic on its own
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<ref>dst='editor_clipboard' text='Editor Clipboard'</ref>
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"
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[/topic]
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[topic]
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id=editor_palette
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title= _ "Editor Palette"
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text= _ "The editor palette is the niciest widget in all whole world of wesnoth."
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[/topic]
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[topic]
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id=map_format
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title= _ "Wesnoth Map Format"
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text= _ "Wesnoth stores its maps in human readable plain text files.
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A map file consists of rows with comma separated terrain code strings.
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The files can be edited with a general purpose text editor like notepad.
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The only additional information provided by the map syntax are the starting positions of the scenario's sides.
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Additional informations, needed by almost every but the simpliest setup, like sides being grouped into teams,
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complex side setups or non default victory conditions need a handwritten blah blub."
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[/topic]
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[topic]
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id=scenario_format
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title= _ "Scenario Format"
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text= _ " "
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[/topic]
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[topic]
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id=editor_modes
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title= _ "Editing Modes"
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text= _ "The editor features two separate modes of operation:" + _ "
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<header>text='Pure Map Mode'</header>" + _ "
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@ -44,14 +256,8 @@ In Scenario mode the terrain data is stored in the map_data= scenario wml attrib
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bah, too technical"
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[/topic]
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# [topic]
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# id=masks
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# title= _ "Masks"
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# text= _ "Maks are another issue."
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# [/topic]
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# [topic]
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# id=selection_tool
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# title= _ "Selection Tool"
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# text= _ "Many words about the cool selection tool"
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# [/topic]
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[topic]
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id=editor_starting_positions_in_general
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title= _ "Starting Positions Howto"
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text= _ "TODO"
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[/topic]
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